House Rules

Savage Worlds

A good player tactic cheat sheet

+Die: For powers/edges that increase a die type, we instead do a +1. It's beneficial to the players (since a bonus adds to the wild die as well). Mainly though, it's just way easier to do that in Roll20.

Shake: Slight tweak to shaking:

Failure: Remain shaken, free movement only (no change)

Success: Unshake but it counts as an action. Can take additional actions at -2 (Normally, you can't act)

Raise: Unshake, does not count as an action (no change)

Bleeding Out: Rather than making the Vigor roll at the top of the next round, we make it on the player's turn in the next round. Player's can opt to go last in the round.

Roll20

Chases

Scavenging

Skill Challenges

Zone Based Maps

Complications

Benny Carry-Over

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THESE ARE THE PATHFINDER HOUSE RULES, NOT SAVAGE WORLDS

Rulebooks

Core rules only. No Ultimate Combat, Ultimate Magic or other rulebooks. The free PRD of the rules is here:

http://paizo.com/pathfinderRPG/prd/. Or buy the $10 PDF (or buy the $50 book) http://paizo.com/products/btpy88yj?Pathfinder-Roleplaying-Game-Core-Rulebook.

We play in the standard Pathfinder Campaign World. The really poorly organized but free wiki is http://www.pathfinderwiki.com/wiki/Pathfinder_Wiki. Or buy the $10 PDF http://paizo.com/products/btpy8ief?Pathfinder-Campaign-Setting-The-Inner-Sea-World-Guide. A cool map of the game world: http://www.mapsofgolarion.com/

Death & Dying

This game will have no Raise Dead, Resurrection, or any other spells to come back from the dead. If you die, you die. Pathfinder is a bit deadly, so we have Action Points to help keep you alive.

If you do manage to die, your new character:

    • Has XP equal to your dead character's XP (including the 500 XP * level penalty for dieing).

    • You keep your Action Points

    • You get 3/4 of the wealth by level. No single item should be more than half of that total.

Skills

Generally, we have one person make a skill check. This might be whomever is best at it (a knowledge check) or it might be situational (the person on point makes the perception check against the ambush). Everyone else can Aid Another. We don't have everybody roll and then take the best result.

Special: If the Aid Another person gets a higher result that the primary person, we use that result up to +5 from the primary person. Example: Fred rolls 12 as primary, Ethel rolls 16 as aid another. We treat the skill roll as a 16. If Ethel had rolled a 22, then the skill roll ends up being a 17 (Fred's 12 + the 5 maximum).